Moeller, Ryan M.

Computer games and technical communication : critical methods & applications at the intersection by Jennifer DeWinter(
)14
editions published
between
2014
and
2017
in
English and Undetermined
and held by
404 WorldCat member
libraries
worldwide
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates
the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided
into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic
simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work
of games and gamifying work. In that computer games rely on a complex combination of writ

Wireless transactions: The rhetorical appeals of consumer electronics marketing by Ryan M Moeller(
)
in
Undetermined
and held by
2 WorldCat member
libraries
worldwide
This dissertation critiques the techniques used to market and distribute consumer electronics products in the United States.
Using the wireless networking industry as a case study, I argue that the consumer electronics industry is at the cutting edge
of the commercial, consumer nature of U.S. culture and that it operates according to the ideological moorings of what the
Frankfurt School called "the culture industry." These moorings include the obscuring of contradiction and the politics of
production behind a unified product image, the erasure of individual consumer choice in favor of efficient means of product
distribution to an infinite consumer base, an exaggerated presentation of cultural values in product packaging that teach
consumers what they should believe and how they should act, and a carefully constructed use of statistical data and quantified
consumer behavior to maintain a mass, homogenized culture that opposes characterizations of diversity or heterogeneity that
do not expand the consumer base or the target demographic. The rhetorical appeals of consumer electronics marketers depend
upon recycled consumer values to create desire through a universal product image, through carefully designed product information,
and through highly developed language. The dominant appeals in wireless networking products are to mobility, security, and
entertainment. I explicate these appeals using a methodology derived from social-epistemic rhetoric, a rhetoric that examines
sites of conflict and contradiction as the arbiters of culture. I explore the contradictions in what I call choicing, or the
prediction and manipulation of consumer choice through the marketing, distribution, and use of mass-produced goods. These
contradictions include several consumer tactics that confront choicing strategies